Commit Graph

30 Commits

Author SHA1 Message Date
Saul Abreu
3e89a8d6f6 #codereview Jamie.Dale, Justin.Sargent
Largely rewritten Editor Region & Language Settings page. Far less error prone compared to the old implementation. I'd like to do a lot more to make this not so lame in the future - move the game's native culture to something not editor-specific and leverage it as the default for new game targets in the localization dashboard.

[CL 2706823 by Saul Abreu in Main branch]
2015-09-25 16:24:07 -04:00
Jamie Dale
83dd4f71ae Fixed crash on Windows Chinese version when changing editor language
Made the Region & Language UI more hardy against null regions when changing your editor language.

#jira UE-20210

[CL 2704742 by Jamie Dale in Main branch]
2015-09-24 13:40:02 -04:00
Richard TalbotWatkin
7f95c9e26a Added toast prompt when making changes to language settings which require restart.
#jira UE-20120 - No toast prompt for restarting after language change

[CL 2667823 by Richard TalbotWatkin in Main branch]
2015-08-25 12:53:36 -04:00
Saul Abreu
15150ab6eb Somewhat cleaned up internationalization settings and fixed a slew of issues with language and region combinations like Chinese for China. Still needs a lot of cleanup, probably a solid rewrite, but this should suffice for now.
[CL 2619835 by Saul Abreu in Main branch]
2015-07-14 06:05:22 -04:00
Saul Abreu
3d0af4ae8c Added game native culture setting to control which culture's localization data the editor loads for game assets. Game assets now display the specified culture's localization data when in the editor.
[CL 2607644 by Saul Abreu in Main branch]
2015-07-01 12:25:34 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Michael Schoell
3f52b7d131 In "Region and Language" you can toggle localization of node and pins in all graph editors.
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.

#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English

[CL 2508681 by Michael Schoell in Main branch]
2015-04-10 14:37:56 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Marsh
959cfa782d Add missing copyright notices to source files.
[CL 2379212 by Ben Marsh in Main branch]
2014-12-06 19:14:20 -05:00
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Saul Abreu
6be6f02783 Fixed locales/cultures that don't have base language localization data being omitted from region & language drop downs. Not absolutely perfect - could probably use a bigger refactor.
[CL 2300344 by Saul Abreu in Main branch]
2014-09-16 19:22:47 -04:00
Saul Abreu
3c0d128a31 Generic SMultipleOptionTable widget. Used for project packaging settings.
[CL 2283716 by Saul Abreu in Main branch]
2014-09-03 19:05:40 -04:00
Saul Abreu
1d025fcd8f Added CulturePointer.h, which typedefs ThreadSAfe TSharedRef and TSharePtr for FCulture. These should be used instead of the manual template instantiations for consistency.
[CL 2255218 by Saul Abreu in Main branch]
2014-08-13 17:14:52 -04:00
Saul Abreu
b7a67908a6 Improved messages regarding falling back to the base language of a culture when there is no localization data for the specified culture.
[CL 2237750 by Saul Abreu in Main branch]
2014-07-30 19:26:03 -04:00
Michael Schoell
0b51921eab Find-in-Blueprints will now find a variety of new, useful bits of data in Blueprints (both for find-in-all and finding in current). Searches can now be done in the current culture and source culture.
Find-in-Blueprints now uses the same search data for both Find-in-all-Blueprints and Find-in-Blueprint. That searchdata is no longer stored in the asset registry, it is stored in the DDC and is managed by a new class. Searching is multithreaded to reduce overhead on the main thread during long searches in large projects.

virtual UEdGraphNode::AddSearchMetaDataInfo which sets base find-in-blueprints metadata and can be overriden with more detailed search data.
#change UEdGraphPin::GetDefaultAsString will return the text value as string if set

Added FBlueprintEditorUtils::GetEntryAndResultNode, moving most of the functionality from FBlueprintGraphActionDetails::SetEntryAndResultNodes to the new function
Added FBlueprintEditorUtils::GetGraphDescription to get graph descriptions from their metadata
Added FBlueprintEditorUtils::GetNodeByGUID to find nodes using their Guid

Blueprints now cache their search metadata on compile, this is a CPU intensive process and can no longer occur every time the Asset Registry queries for the Blueprint's tags

#change Fixed an issue with finding a pin type's icon (UK2Node_Variable::GetVarIconFromPinType) where we would search for a class we already had available.

Added an overridable function to UEdGraphNode to collect Blueprint search metadata.

#change FJsonObjectConverter::UPropertyToJsonValue is now available outside of the .cpp

#change Rewrote how Find-in-Blueprints works both for local and global searches, now uses Json to resolve a variety of format issues and also to make it much more extensible.

#ttp 290376 - K2: Ability to search (find in blueprints) important pin values
#ttp 298599 - ROCKET: TASK: K2: Search results should indicate where the instance is located in the results page (construction script, event graph, custom graph)
#ttp 304819 - Blueprints: Editor: L10N: "Find in Blueprint" needs to work with other languages
#ttp 308572 - UE4: ANIM: K2: Searching doesn't work for anim nodes right now
#ttp 316678 - UE4: BLUEPRINTS: SHADOW: Default values are not searchable
#ttp 318180 - UE4: K2: Cannot search for spawnactor using find in blueprints
#ttp 320141 - UE4: K2: Find in blueprints does not find functions declared in another blueprint (if the function isn't called in that BP)

[CL 2110494 by Michael Schoell in Main branch]
2014-06-19 11:32:47 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Andrew Brown
ad0c2f67ff Prevent crash when accessing the localization settings more than once.
#ttp 334601 - Crash: Live: Setting and Unsetting Use Localized Field Name

#branch UE4

#change Model wasn't disassociating itself with the OnSettingsChanged delegate when it was destroyed... which meant next time the settings were changed the delegate was being called with a stale pointer.

reviewed by Thomas.Sarkanen

[CL 2089501 by Andrew Brown in Main branch]
2014-05-30 07:57:09 -04:00
Jamie Dale
b9d6c68dfc Fixes for how the editor handles localization when the OS is set to a language we don't have a translation for
TTP# 333731 - EDITOR: The editor region doesn't always seem to get set correctly on non-English systems

If you'd previously not set a language in the editor, the "Region & Language" settings would always show you the option for "en_US_POSIX" (and claim that you needed to restart the editor) because the saved culture name ("") didn't match the FInternationalization culture name (eg, "en_GB"), causing it to call GetCulture with an empty string (which seems to cause ICU to return "en_US_POSIX"). It now just uses the current FInternationalization culture name if the saved culture is empty.

Additionally, the editor/game now verifies that it has an available translation for the culture that FInternationalization is using (the one set during startup). If it doesn't (eg, your PC is using "fr_BR") then it will fallback to using generic English ("en") to ensure that the editor/game always has a valid translation to use.

ReviewedBy Saul.Abreu

[CL 2068467 by Jamie Dale in Main branch]
2014-05-09 14:42:45 -04:00
Max Preussner
4664956156 Delegates: Cleaned up abusive/legacy usages of the Delegate API
Please use AddRaw, AddSP, AddUObject, , BindRaw, BindSP, RemoveAll, Unbind etc.

[CL 2068405 by Max Preussner in Main branch]
2014-05-09 14:02:33 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00